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rabidrage

This actor is invisible and not moving!

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I've used this guy before.  But trying to copy him out of the wad he's originally featured in seems to be causing trouble.  Why is Slayer invisible and not moving?

 

actor Hologram : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  }

ACTOR Runner
{
	Game Doom
	SpawnID 8
	Health 300
	PainChance 100
	Speed 12
	FastSpeed 14
	Radius 20
	Height 56
	Mass 400
	Monster
   MaxStepHeight 400
   MaxDropoffHeight 400	
	+FLOORCLIP
	+NOBLOODDECALS
	+RELATIVETOFLOOR
	+AMBUSH
	+MOVEWITHSECTOR	
	+DONTHURTSPECIES
   +LOOKALLAROUND
   +FIXMAPTHINGPOS
   +CANUSEWALLS
   +CANPUSHWALLS
   +ACTIVATEIMPACT
   +QUICKTORETALIATE
   +SLIDESONWALLS
   +ISMONSTER
   +SHOOTABLE
   +SOLID
   +COUNTKILL
   +ACTIVATEMCROSS
   +CANPASS
	SeeSound "Aliensit"
	AttackSound "claw"
	PainSound "alienpai"
	DeathSound "aliendth"
	ActiveSound "alienact"
	Obituary "%o was slaughtered by a Xenomorph Runner."
	BloodType "AlienBlood"
	damagefactor Slime, 0
	damagefactor "WeylandBullets", 2.0
	damagefactor "MarineTarget", 1.0
	damagefactor "AlienTarget", 0.0
	damagefactor "DroidTarget", 1.0
	damagefactor "EnemyShot", 2.0
	damagefactor "PredatorTarget", 1.0
	Painchance "PredatorTarget", 255
	Painchance "MarineTarget", 255
	Painchance "AlienTarget", 255
	Painchance "DroidTarget", 255
	Painchance "Fire", 255
	Painchance "Lava", 255
	Painchance "Poison", 20
	Painchance "Ice", 255
	Painchance "Bleeding", 20	
	Painchance "Flame", 255
	DamageFactor "Fire", 1.5
	DamageFactor "Ice", 1.5
	DamageFactor "Flame", 1.5
	DamageFactor "Lava", 1.5
	DamageFactor "Poison", 1.0
	DamageFactor "Bleeding", 1.0
	DamageFactor "Feeding", 0.0	
	Species "Xeno"
	DropItem "XXBerserk", 2
	States
	{
		Spawn:
		XENR AB 10 A_Look
		Loop
	See:	
		XENR AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		XENR BB 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		XENR CC 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIf(128, "See")		
      Goto Spawn  //Loop
	Melee:
		XENR D 5 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_CustomMeleeAttack(random(2,8)*4,"alienatt","claw")
		XENR E 5 A_Recoil(-15)
		XENR F 8 
		Goto See
	Pain:
		XENR G 1 A_Pain
		TNT1 A 0 A_Jump(200, "Avoid")
		Goto See
	
	 Avoid:
	    XENR A 1 A_FaceTarget
        XENR ABCB 2 A_FastChase
        Goto See
		Projection:
		XENR B 0 A_SpawnItemEx("Projection", 0, 45, SXF_SETMASTER)
		XENR B 0 A_TakeInventory("Hologram", 1)
		Goto See2
	Death.Poison:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)	
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_KillChildren
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	Death.Bleeding:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)	
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_KillChildren
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	Death:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)
		TNT1 A 0 A_KillChildren
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3")
	Death1:
		TNT1 A 0 A_KillChildren
	Death2:
		TNT1 A 0 A_KillChildren
	Death3:
		XENR H 1
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8 A_KillChildren
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	XDeath.Poison:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)	
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_KillChildren
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	XDeath.Bleeding:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)	
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_KillChildren
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop		
 	XDeath:
		TNT1 A 0 A_TakeFromTarget("GiveUpC", 2)
		TNT1 A 0 A_KillChildren
		TNT1 A 0 A_GiveToTarget("ClearOK", 1)
		TNT1 A 0 A_ClearTarget
 	 	TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10")
 	C1:
  		TNT1 A 0 A_GiveToTarget("Comment1")
		Goto XDeath2	
	C2:	
		TNT1 A 0 A_GiveToTarget("Comment2")
		Goto XDeath2		
	C3:
		TNT1 A 0 A_GiveToTarget("Comment3")
		Goto XDeath2		
	C4:	
		TNT1 A 0 A_GiveToTarget("Comment4")
		Goto XDeath2		
	C5:	
		TNT1 A 0 A_GiveToTarget("Comment5")
		Goto XDeath2		
	C6:
  		TNT1 A 0 A_GiveToTarget("Comment6")
		Goto XDeath2		
	C7:	
		TNT1 A 0 A_GiveToTarget("Comment7")
		Goto XDeath2		
	C8:
		TNT1 A 0 A_GiveToTarget("Comment8")
		Goto XDeath2		
	C9:	
		TNT1 A 0 A_GiveToTarget("Comment9")
		Goto XDeath2		
	C10:	
		TNT1 A 0 A_GiveToTarget("Comment10")
		Goto XDeath2
	XDeath2:	
	    TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45)
		TNT1 A 0 A_KillChildren
		TNT1 A 0 A_PlaySound("misc/xdeath4c")
		EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_PlaySound("misc/xdeath4c")
		TNT1 A 0 A_KillChildren
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90))
		Stop
	}
}


actor Slayer : Runner 32014
{
   MaxStepHeight 600
   MaxDropoffHeight 600
	Scale 2.0
	Health 3000
	Speed 8
	FastSpeed 10
	PainChance 50	
	Radius 20
	Height 76
	Mass 4000
	Painchance "Fire", 255
	Painchance "Lava", 255
	Painchance "Poison", 1
	Painchance "Ice", 255
	Painchance "Bleeding", 0	
	Painchance "Flame", 255
	DamageFactor "Fire", 1.5
	DamageFactor "Ice", 1.5
	DamageFactor "Flame", 1.5
	DamageFactor "Lava", 1.5
	DamageFactor "Poison", 1.0
	DamageFactor "Bleeding", 0.0
	DamageFactor "Feeding", 0.0	
	DamageFactor "Tracer", 0.7
	DamageFactor "Electric", 1.5
	DropItem "XXBerserk", 20
   +AMBUSH
   +FIXMAPTHINGPOS
   +CANUSEWALLS
   +CANPUSHWALLS
   +ACTIVATEIMPACT
   +QUICKTORETALIATE
   +SLIDESONWALLS
   +ISMONSTER
   +SHOOTABLE
   +SOLID
   +COUNTKILL
   +ACTIVATEMCROSS
   +CANPASS
   +SHADOW

	States
	{
	Spawn:
		XENR A 1
		TNT1 A 0 A_GiveInventory("Hologram", 1)
		Loop
	See:
		TNT1 AB 10 A_Jump(50, "See3")	
		TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Projection")
		TNT1 A 0 A_Recoil(-1)
		XENR BB 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		XENR CC 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_Jump(50, "See")		
      Goto See  //Loop
	Melee2:
		XENR D 8 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		XENR E 8 A_Recoil(-15)
		TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0)
		XENR F 8
		Goto See
		Melee:
		TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Melee2")
		TNT1 D 8 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 E 8 A_Recoil(-15)
		TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0)
		TNT1 F 8
		Goto See2
	Projection:
		XENR B 0 A_SpawnItemEx("Projection",0,0,0,0,0,0,45,SXF_SETMASTER)
		XENR B 0 A_TakeInventory("Hologram", 1)
		Goto See2
	See2:
		TNT1 A 0 A_Recoil(-1)
		TNT1 BB 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 CC 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_Jump(50, "See3")		
      Goto See2  //Loop
	  See3:
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
		TNT1 A 0 A_GiveInventory("Hologram", 1)
		TNT1 A 0 A_Recoil(-1)
		XENR BB 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		XENR CC 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_Jump(50, "See3")		
      Goto See
	Pain2:
		XENR G 1 A_Pain
		TNT1 A 0 A_Jump(200, "Avoid2")
		Goto See
	Pain:
		TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Pain2")
		TNT1 G 1 A_Pain
		TNT1 A 0 A_Jump(200, "Avoid")
		Goto See2
	
	Avoid2:
	    XENR A 1 A_FaceTarget
        XENR ABCB 2 A_FastChase
        Goto See
	Avoid:
		TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Avoid2")
	    TNT1 A 1 A_FaceTarget
        TNT1 ABCB 2 A_FastChase
        Goto See2
	Death.Poison:
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING)
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	Death.Bleeding:
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING)
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop	
	Death:
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3")
	Death1:
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
	Death2:
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
	Death3:
		XENR H 1
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8 A_RemoveChildren(1, RMVF_EVERYTHING)
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	XDeath.Poison:
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_RemoveChildren(1,RMVF_EVERYTHING)
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop
	XDeath.Bleeding:
		TNT1 A 0 A_ClearTarget
		XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING)
		TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45)
		XENR H 8
		XENR I 8 A_Scream
		XENR J 4
		XENR K 4 A_NoBlocking
		XENR L -1
		Stop		
 	XDeath:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
 	 	TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10")
 	C1:
  		TNT1 A 0 A_GiveToTarget("Comment1")
		Goto XDeath2	
	C2:	
		TNT1 A 0 A_GiveToTarget("Comment2")
		Goto XDeath2		
	C3:
		TNT1 A 0 A_GiveToTarget("Comment3")
		Goto XDeath2		
	C4:	
		TNT1 A 0 A_GiveToTarget("Comment4")
		Goto XDeath2		
	C5:	
		TNT1 A 0 A_GiveToTarget("Comment5")
		Goto XDeath2		
	C6:
  		TNT1 A 0 A_GiveToTarget("Comment6")
		Goto XDeath2		
	C7:	
		TNT1 A 0 A_GiveToTarget("Comment7")
		Goto XDeath2		
	C8:
		TNT1 A 0 A_GiveToTarget("Comment8")
		Goto XDeath2		
	C9:	
		TNT1 A 0 A_GiveToTarget("Comment9")
		Goto XDeath2		
	C10:	
		TNT1 A 0 A_GiveToTarget("Comment10")
		Goto XDeath2
	XDeath2:	
	    TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45)
		TNT1 A 0 A_PlaySound("misc/xdeath4c")
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
		EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING)
		EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_PlaySound("misc/xdeath4c")
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90))
		EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90))
		EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90))
		Stop
	}
}	


ACTOR SRunnerAttack: BaronBall
{
	Radius 8
	Height 8
	DamageType "Normal"
	Projectile 
    Speed 15
	+RANDOMIZE
    Damage (random(20,40))
	+FORCEXYBILLBOARD
	+THRUGHOST
	RenderStyle Add
	Alpha 0.6
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 4 BRIGHT
		Goto Vanish
	Vanish:
	TNT1 A 0
	Stop
	
	Death:
		TNT1 A 0 BRIGHT
		TNT1 A 0 A_PlaySOund ("misc/xdeath1")
		TNT1 A 10
		Stop
	}
}

ACTOR DroneACidBall: BaronBall
{
	Radius 4
	Height 4
	DamageType Slime
	Projectile 
    Speed 25
	+RANDOMIZE
    Damage (random(5,10))
	+FORCEXYBILLBOARD
	+THRUGHOST
	+THRUSPECIES
	+RELATIVETOFLOOR
	-NOGRAVITY
	RenderStyle Add
	Gravity 0.2
	Alpha 1.0
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	Scale 0.5
	States
	{
	Spawn:
		BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350))
		Loop
	
	Death:
		TNT1 A 0 BRIGHT
		TNT1 A 0 A_Explode(5,10)
		TNT1 A 0 A_PlaySOund ("misc/xdeath3")
		TNT1 AAAA 0 A_SpawnItem("AlienBlood")
		TNT1 A 10
		Stop
	}
}

ACTOR SRunnerAcidBall: DroneACidBall
{
	Radius 4
	Height 4
	DamageType Slime
	Projectile 
    Speed 15
	+RANDOMIZE
    Damage (random(5,10))
	+FORCEXYBILLBOARD
	+THRUGHOST
	+THRUSPECIES
	+RELATIVETOFLOOR	
	RenderStyle Add
	Alpha 1.0
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	Scale 0.5
	States
	{
	Spawn:
		BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350))
		Loop
	
	Death:
		TNT1 A 0 BRIGHT
		TNT1 A 0 A_Explode(5,10)
		TNT1 A 0 A_PlaySOund ("misc/xdeath3")
		TNT1 AAAA 0 A_SpawnItem("AlienBlood")
		TNT1 A 10
		Stop
	}
}



Actor Projection
{
	MaxStepHeight 600
   MaxDropoffHeight 600
	Scale 2.0
	Health 3000
	Speed 8
	FastSpeed 10
	Radius 20
	Height 76
	Mass 4000
	Monster
    +COUNTKILL
    -SOLID
    +CANPUSHWALLS
    +CANUSEWALLS
    +ACTIVATEMCROSS
    +CANPASS
   +ISMONSTER
   +VULNERABLE
   States
	{
	Spawn:
		XENR AB 10 A_Look
		Goto Idle
	Idle:
		XENR AB 10 A_Look
		Loop
	See:
		TNT1 A 0 A_Recoil(-1)
		XENR BB 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		XENR CC 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIf(128, "See")		
      Goto Spawn  //Loop 
		Avoid:
	    XENR A 1 A_FaceTarget
        XENR ABCB 2 A_FastChase
        Goto See
	Death:
		TNT1 A 0
		Stop
	}
}	

 

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They are.  And I've tried putting them between the appropriate markers.  S_START and S_END.  And I tried SS_START and SS_END as well.

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